Hi all! I'm popop143, IGN: Cheap.On from LoL PH, and I am beginning a series of threads named GGG (General Gameplay Guide) that will try to tackle general gameplay tips for every champion! These threads will contain tips for using abilities, and some general gameplay tips for using the champion! It will not go in-depth like most guides, but it will give the new user the tips to help them use the champion initially. Without further ado:

Abilities:

Passive: Essence Theft

Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.

This is what makes Ahri such a good laner. The spell vamp will help sustain you through the early game if you know how to manage it, mostly by using your prioritized spell to proc it.

Ahri sends out an orb in a line in front of her and then pulls it back, dealing 40 / 65 / 90 / 115 / 140 (+0.33 per ability power) magic damage on the way out and true damage on the way back.

Ahri's bread and butter in lane. I recommend to max this about 90% of the time, since it deals the most damage in all of your basic abilities! One downside though is it consumes more mana than Fox-Fire, and if you aren't apt with skillshots, you may have a hard time hitting it.

Notes:

Cooldown: 7 seconds

Range: 880

Manacost: 70/75/80/85/90 mana

It procs Essence Theft both on the way out and on the way back. * It's damage does not fall off unlike most pass-through skillshots like Caitlyn's Q and Sivir's Q.

Produces a distinct sound when hitting enemies, so you can use it to check the brush. It won't give vision though!

Your main poke ability. Use it to push your enemies to their tower, and poke them under it to make their CS life difficult! Watch out for ganks, though.

It consumes too much mana, so I won't advise spamming it until level 2.

W: Fox-Fire

Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal 40 / 65 / 90 / 115 / 140 (+0.4 per ability power) magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.

Ahri's 2nd damage ability. You won't get to use this too much in lane, as much as Orb of Deception because of its target unpredictability. In 1v1 though, this ability will deal as much damage as your Orb of Deception, and with lower manacost to boot. Nothing much to say here, just that beware using it near minions. Even though it prioritizes champions, it's range pickup is from the actual fox-fire's center, not Ahri's center.

Notes:

Cooldown: 9/8/7/6/5 seconds

Range: 800 (from the fox-fire's center, not Ahri's)

Manacost: 60 mana

Fox-Fire's targeting priority is as follows:

The enemy champion closest to the fox-fire's location

The target of Ahri's last autoattack

The enemy unit closest to the fox-fire's location

Auto-attack the enemy champion while using fox-fire, so they will be its target.

It has no casting time, only an animation. Feel free to walk to your opponent while activating it.

The cooldown will not start until all fox-fires have been used, so cooldown may be delayed by up to 5 seconds.

E: Charm

Ahri will blow a kiss that travels in a line in front of her. It will deal 60 / 90 / 120 / 150 / 180 (+0.35 per ability power) magic damage and charm the first enemy it encounters by 1 / 1.25 / 1.5 / 1.75 / 2 seconds, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.

Ahri's only CC. This ability is Ahri's one-point wonder, as intuitively, you get much more from your other abilities than leveling this up. But don't discount the additional microseconds each level adds, if you become a poker and cannot use Fox-Fire safely. It hits one enemy and makes them walk towards you. Make sure that you always stand at the side of the lane to be able to easily hit your Charm, as it makes hitting Orb of Deception easier for greater harrass. You can also use it to help peel for your AD Carry, or kite their tank. Remember that it's better to hit the tank than nothing at all!

Notes:

Cooldown: 12 seconds

Range: 975

Manacost: 50 / 65 / 80 / 95 / 110 mana

Do not use this ability to scout brush, as it has a really long cooldown. Better use Orb of Deception.

It has a really big hitbox, so beware hitting minions in lane when you are aiming for the enemy.

It has longer range than Orb of Deception, so most of the time you'll have to aim nearer.

Max it first before Fox-Fire IF AND ONLY IF teamfights start happening early and the enemy has too many threats that you cannot afford to be close to the enemy. I only do this about 10% of the time.

Don't try to Charm the Ancient Golem, since it will reset. (courtesy of w-man)

R: Spirit Rush

Ahri dashes towards the cursor and fires essence bolts, dealing 85 / 125 / 165 (+0.35 per ability power) magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.

Ahri's gapcloser and escape. This ability has a really long cooldown, so be sure that you can kill the enemy, or escape cleanly if you decide to use it. If you have good mechanical skills, and have been poking the enemy nicely, level this skill up ASAP when you hit level 6 and WHACK your enemy. Most enemies will be surprised with this and will not be able to react, but beware of ganks if you do it.

Notes:

Cooldown: 110 / 95 / 80 seconds

Range: 450

Essence Bolt Range: 550

Manacost: 100 mana (for initial activation only)

Makes Ahri really un-gankable by the enemy when she hits level 6.

Good for assassinations (close the gap to their carry, burst with your skills, go out of the battlefield)

Makes tower-diving easy

General Gameplay Tips

Stand on the side of the lane to have a better aim for your Charm -> Orb of Deception combo.

Using Orb of Deception for Essence Theft spell vamp proc is usually the best idea in lane. It hits the most enemies and has the most damage. In a 1v1 though, Fox-Fire returns the most health as it counts every Fox-Fire as a single-target spell.

Max Orb of Deception most of the time, as its damage and low cooldown will make you a threat earlier. Maxing Fox-Fire or Charm second is dependent on mid-game situation most of the time. When you find yourself having difficulty diving to their carries, maxing Charm over Fox-Fire is a better idea. edit: Situationally, max Fox-Fire when against melee enemies which will dive you to deal against you, as it is easier to hit with in melee. (courtesy: everyone :))

After throwing Orb of Deception to the enemy, move according to the enemy's movements, as Orb of Deception's way back is dependent on your position.

Orb of Deception is a better brush checker than Charm, as it has lower cooldown. Pay attention to the sound it makes! Or if you can't hear it you can simply watch if your passive is getting stacks. (courtesy of AlistarCrowley)

You can usually burst the enemy immediately after hitting level 6 if you have the mana, with the combo Spirit Rush -> Fox-Fire -> Charm -> Orb of Deception -> Spirit Rush (according to their movement so Orb of Deception's way back will hit them) -> Ignite -> Spirit Rush to safety. Remember that if you are turret-diving, save the last Spirit Rush charge to escape the turret's range.

In teamfights, remember that you have a 10 second window for your Spirit Rush. Do not use them all at once, as it is better to use them to reposition in the fight. You are more useful to the team alive than dead (unless you kill 2 enemies before dieing)

Spirit Rush can be used to traverse walls, making an escaping Ahri almost always unchaseable.

Maximizing damage with Ahri means being at the middle of the action. It's always a good idea to build items with a mix of damage and survivability.

I almost always buy Rylai's Crystal Scepter for Survivability, as it not only gives you health and damage, but helps you kite with your low CD spells. Fox-Fire applies its full slow!

Alternatively, you can also buy Zhonya's Hourglass for survivability (you can build both, but it will delay your damage). With Hourglass, you can try to initiate with Spirit Rush, activate Hourglass, wait for your teammates, Spirit Rush out, then do as usual. Enemies will usually waste their spells on you in this scenario. NEVER DO IT IF YOU ARE NOT EXPERIENCED

Positioning is key, especially with your skillshots.

Never try to get past the enemies' tanks if you cannot instagib the enemy carry. It will only kill you :(

Feel free to post comments and suggestions below! I will be making a GGG for Akali next, so stay tuned!

Because this isn't the place to be posting this. Not only do we have a sub reddit more fitting for this post, there are several other websites that are dedicated to making guides for each champ. More in depth and descriptive too.

Fixed the formatting on the bullets for you! Double-line breaks are important to get your vertical layout right, and make sure you don't put four spaces in from of text you want formatted.

Hi all! I'm popop143, IGN: Cheap.On from LoL PH, and I am beginning a series of threads named GGG (General Gameplay Guide) that will try to tackle general gameplay tips for every champion! These threads will contain tips for using abilities, and some general gameplay tips for using the champion! It will not go in-depth like most guides, but it will give the new user the tips to help them use the champion initially. Without further ado:

Lore:

Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe, the shape of the humans who lay scattered about her.

However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.

"Mercy is a human luxury... and responsibility."
―Ahri

Abilities:

Passive: Essence Theft

Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.

This is what makes Ahri such a good laner. The spell vamp will help sustain you through the early game if you know how to manage it, mostly by using your prioritized spell to proc it.
Notes:

When Essence Theft has 9 stacks, Ahri's orb becomes green.

Spirit Rush's 3 separate casts are considered as individual spell casts; it is therefore possible to gain 9 charges by only activating Spirit Rush.

Q: Orb of Deception

Ahri sends out an orb in a line in front of her and then pulls it back, dealing 40 / 65 / 90 / 115 / 140 (+0.33 per ability power) magic damage on the way out and true damage on the way back.

Ahri's bread and butter in lane. I recommend to max this about 90% of the time, since it deals the most damage in all of your basic abilities! One downside though is it consumes more mana than Fox-Fire, and if you aren't apt with skillshots, you may have a hard time hitting it.
Notes:

Cooldown: 7 seconds

Range: 880

Manacost: 70/75/80/85/90 mana

It procs Essence Theft both on the way out and on the way back.

It's damage does not fall off unlike most pass-through skillshots like Caitlyn's Q and Sivir's Q.

Produces a distinct sound when hitting enemies, so you can use it to check the brush. It won't give vision though!

Your main poke ability. Use it to push your enemies to their tower, and poke them under it to make their CS life difficult! Watch out for ganks, though.

It consumes too much mana, so I won't advise spamming it until level 2.

W: Fox-Fire

Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal 40 / 65 / 90 / 115 / 140 (+0.4 per ability power) magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.

Ahri's 2nd damage ability. You won't get to use this too much in lane, as much as Orb of Deception because of its target unpredictability. In 1v1 though, this ability will deal as much damage as your Orb of Deception, and with lower manacost to boot. Nothing much to say here, just that beware using it near minions. Even though it prioritizes champions, it's range pickup is from the actual fox-fire's center, not Ahri's center.
Notes:

Cooldown: 9/8/7/6/5 seconds

Range: 800 (from the fox-fire's center, not Ahri's)

Manacost: 60 mana

Fox-Fire's targeting priority is as follows:

The enemy champion closest to the fox-fire's location

The target of Ahri's last autoattack

The enemy unit closest to the fox-fire's location

Auto-attack the enemy champion while using fox-fire, so they will be its target.

It has no casting time, only an animation. Feel free to walk to your opponent while activating it.

The cooldown will not start until all fox-fires have been used, so cooldown may be delayed by up to 5 seconds.

E: Charm

Ahri will blow a kiss that travels in a line in front of her. It will deal 60 / 90 / 120 / 150 / 180 (+0.35 per ability power) magic damage and charm the first enemy it encounters by 1 / 1.25 / 1.5 / 1.75 / 2 seconds, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.

Ahri's only CC. This ability is Ahri's one-point wonder, as intuitively, you get much more from your other abilities than leveling this up. But don't discount the additional microseconds each level adds, if you become a poker and cannot use Fox-Fire safely. It hits one enemy and makes them walk towards you. Make sure that you always stand at the side of the lane to be able to easily hit your Charm, as it makes hitting Orb of Deception easier for greater harrass. You can also use it to help peel for your AD Carry, or kite their tank. Remember that it's better to hit the tank than nothing at all!
Notes:

Cooldown: 12 seconds

Range: 975

Manacost: 50 / 65 / 80 / 95 / 110 mana

Do not use this ability to scout brush, as it has a really long cooldown. Better use Orb of Deception.

It has a really big hitbox, so beware hitting minions in lane when you are aiming for the enemy.

It has longer range than Orb of Deception, so most of the time you'll have to aim nearer.

Max it first before Fox-Fire IF AND ONLY IF teamfights start happening early and the enemy has too many threats that you cannot afford to be close to the enemy. I only do this about 10% of the time.

R: Spirit Rush

Ahri dashes towards the cursor and fires essence bolts, dealing 85 / 125 / 165 (+0.35 per ability power) magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.

Ahri's gapcloser and escape. This ability has a really long cooldown, so be sure that you can kill the enemy, or escape cleanly if you decide to use it. If you have good mechanical skills, and have been poking the enemy nicely, level this skill up ASAP when you hit level 6 and WHACK your enemy. Most enemies will be surprised with this and will not be able to react, but beware of ganks if you do it.
Notes:

Cooldown: 110 / 95 / 80 seconds

Range: 450

Essence Bolt Range: 550

Manacost: 100 mana (for initial activation only)

Makes Ahri really un-gankable by the enemy when she hits level 6.

Good for assassinations (close the gap to their carry, burst with your skills, go out of the battlefield)

Stand on the side of the lane to have a better aim for your Charm -> Orb of Deception combo.

Using Orb of Deception for Essence Theft spell vamp proc is usually the best idea in lane. It hits the most enemies and has the most damage. In a 1v1 though, Fox-Fire returns the most health as it counts every Fox-Fire as a single-target spell.

Max Orb of Deception most of the time, as its damage and low cooldown will make you a threat earlier. Maxing Fox-Fire or Charm second is dependent on mid-game situation most of the time. When you find yourself having difficulty diving to their carries, maxing Charm over Fox-Fire is a better idea.

After throwing Orb of Deception to the enemy, move according to the enemy's movements, as Orb of Deception's way back is dependent on your position.

Orb of Deception is a better brush checker than Charm, as it has lower cooldown. Pay attention to the sound it makes!

You can usually burst the enemy immediately after hitting level 6 if you have the mana, with the combo Spirit Rush -> Fox-Fire -> Charm -> Orb of Deception -> Spirit Rush (according to their movement so Orb of Deception's way back will hit them) -> Ignite -> Spirit Rush to safety. Remember that if you are turret-diving, save the last Spirit Rush charge to escape the turret's range.

In teamfights, remember that you have a 10 second window for your Spirit Rush. Do not use them all at once, as it is better to use them to reposition in the fight. You are more useful to the team alive than dead (unless you kill 2 enemies before dieing)

Spirit Rush can be used to traverse walls, making an escaping Ahri almost always unchaseable.

Maximizing damage with Ahri means being at the middle of the action. It's always a good idea to build items with a mix of damage and survivability.

I almost always buy Rylai's Crystal Scepter for Survivability, as it not only gives you health and damage, but helps you kite with your low CD spells. Fox-Fire applies its full slow!

Alternatively, you can also buy Zhonya's Hourglass for survivability (you can build both, but it will delay your damage). With Hourglass, you can try to initiate with Spirit Rush, activate Hourglass, wait for your teammates, Spirit Rush out, then do as usual. Enemies will usually waste their spells on you in this scenario. NEVER DO IT IF YOU ARE NOT EXPERIENCED

Positioning is key, especially with your skillshots.

Never try to get past the enemies' tanks if you cannot instagib the enemy carry. It will only kill you :(

Feel free to post comments and suggestions below! I will be making a GGG for Akali next, so stay tuned!

Yeah, it's nice to max Fox-Fire when you're against diving champions because it will have a better chance to hit the enemies. Also easier to hit with than Q. But with my playstyle as a poker, I tend to max Q :)

Reddit is best suited for content digestion, you see something that's on the front page for a day or two, and don't really ever need or want to see it again.

The amount of effort put into a guide like this is just wasted as a reddit self-post, it really should be somewhere that will last for months at the very least, not days. While it's much more useful than half of the stuff on the front page at any given time, if people want guides they go to places that keep guides for the long term, or subreddits like /r/summonerschool. It's not that it degrades this subreddit or anything, it's just a very un-optimized place to post things like this, it would be much better used elsewhere.

nice to see a fellow PH player's post hitting front page. i'd do like to give my opinions on some matter since i play ahri frequently.

I usually use OoD > Charm if i know OoD is sure to hit.

I believe maxing foxfire 1st or after lvl 2 OoD is better in my experience since the early burst from a lvl 3 foxfire can surprise the opponent mid laner/jungler and also maxing OoD doesn't really provide any significant pushing power early.

For the lvl 6 combo i think it's better to use fox fire > spirit rush > charm since it will be smoother and faster to surprise your opponent.

I strongly believe DFG is still a great item for ahri for amplifying her initial burst and giving her extra cd reduc.

I see my playstyle as a poker, and I don't tend to go near enemies a lot. That's why I max Q first, but if I'm against divey champions that REALLY try to get close, I max W since it is easier to hit with. :) I intentionally tried to not put items, since this is a gameplay guide, though I thought Rylai's was worth the mention. :)

Another good tip that has saved me multiple times is that if you are being chased, charm the enemy chasing you and it slows down their movement speed. Even though you are taunting them towards you its still not as fast ;)

Orb of Deception is a better brush checker than Charm, as it has lower cooldown. Pay attention to the sound it makes!

you can always count if the passive proc'd when in doubt.

Max Orb of Deception most of the time, as its damage and low cooldown will make you a threat earlier. Maxing Fox-Fire or Charm second is dependent on mid-game situation most of the time. When you find yourself having difficulty diving to their carries, maxing Charm over Fox-Fire is a better idea.

Max foxfire if you have people like Ryze who have to get in close to trade with you

Upvoted man, as ahri man i can confirm almost all of these tips.
I hardly ever build Rylai tho. One more tip: if you play vs Ahri, try to hide in bush, as her W and ult proc won't hit you without vision.

Spirit Rush: You need vision of a target before jumping for it to get hit.
Example: If you jump over bluebuff wall without vision, the golem won't get hit. If you have a ward placed or an ally giving vision, the essence bolts will be fired. Remember this when you're chasing an enemy and he's walking into a bush.

If you're chasing an enemy who's out of range of your ultimate's essence bolt range, use flash first to close distance so your ultimate deals damage 3 times instead of only 2.

Hello I got a question about Ahri. I feel so weak with her, like I should be doing more. Even if I hit my skillshots I feel like they don't do enough damage, I feel that almost any ap mid laner does her job better. She is strong in lane and roaming but as soon as mid game starts to pass she is nothing... Any input on this? And is there anything I should be doing to avoid this besides trying to end the game fast?

Usually my big items are Rilay's, Rabadon, Liandry, Hourglass and if hard lane I might pick up spellvamp jungle thingy, only did it once or twice and still unsure about it. I go for more sustained damage than assassin

That's about my build too but you should add 1 cdr item in your build, either Athene's (for harder match ups and if you aren't going to get blue) or DFG.

Your role in fights mid game should be to go in with your Ult and W, charm and Q a squishy > Hourglass/R out > R in for another rotation. You shouldn't initiate fights unless you can catch people out of position. Since you didn't build like an assasin you won't be one shotting people but your damage early-mid game is still enough to kill the AP/AD Carry as long as you hit charm.

Late game if you have a strong initiate you can go in or try to catch a squishy out of position. Your charm can make a late game fight 4v5 from the beggining. If they initiate on your team and you can't find an opening, you can peel with Rylai and charm for your AD. You need to be an annoying distraction for the enemy carries with your mobility and hourglass. You will still kill them with a dive buddy.

If you are the only damage source skip the Haunting Guise and grab a Void Staff earlier. With DFG you are basically a LeBlanc.

I don't usually build assassin Ahri, I'm more used to sustained damage. I'd say that I'm not bad with skillshots since my favorite champions are skillshot based (Ezreal and Lux). Ofc for some reason I find Ahri's charm really hard to hit but I think I hit like half of them. Perhaps it's that the problem?

If your used to sustained dmg i would say probably peeling for your adc with a cdr rylais build is more suited for you, that way your charms are more aimed for their offtanks that are trying to get to your adc.

Hitting charm is crucial in lane phase and if your going assassin ahri, it tends to be easier if your going with a sustained dmg build since they aim for your adc, dont think thats the problem. Its probably just your playstyle, she is awesome as an assassin with dfg and her ult :D

You need to land your q's and charms more. If you land say 3/4 charms and 4/4 orbs, which would lead to easy foxfire procs, lane dominance is easy because you can burst them to 40% with a e q w combo. Just keep practicing your skillshots

He's asking about late game and specifically says 'she is strong in lane and roaming', and yet you give tips for how to dominate lane. Reading comprehension man.

As to ontem, she's an assassin, if you can't get to the enemy back line, kill, and get out again safely, you're going to fall off, that's just how it works. She has very little team utility/CC compared to other AP mids, sacficing it for her mobility. Try to get your side lanes snowballing by roaming/ganking often (particularly bot lane) and hope the ADC or Top laner gets fed enough so late game teamfights aren't totally reliant on you. If you want to affect late game more, pick up someone like Ori, Lux, Karthus, Anivia, etc.

I've been playing Ahri a lot recently. She used to be the only champ I played when I first started playing haha but I recently have been rushing DFG after two doran's rings. It allows you to pretty much one shot anyone who isn't tanky or have high MR, which is awesome when roaming. Then I usually just get Rabadons and replace my rings with a Rylai's. I really feel like DFG is a must buy after playing with it so much recently. It's just too much fun.

Orb of deception can be used more effectively to check bushes by looking at essence theft procs. Depending on how many you get means it could be 1-3 enemies and that information can be really useful for engaging. Also, DFG is crazy op on ahri, she can nuke anyone at 10-11 with it

Ah, I was talking about the lane. Most of the time, I do not see myself going near my enemies, except when I know they cannot retaliate. Although, when I'm against divey champions such as Fizz, Zed, and whatnot (which are rare in PH), I max W because it is easier to hit. :)

huleee, haha gj anyways, maybe u can include some tricks to land skill shots easier like timing it when you're enemy laner is CS-ing or against the wall

Edit1 : Also I forgot to mention, one perk of maxing W is having opportunity to go for early cheese kill with flash < E <W <Q <ignite (can still work with maxing Q though less burst but more poke). I usually see this with good ahri players. They do this in weird timings, like pre-6 when no one expects it because tehy're probably thinking ahri waits for her ult to all-in. Dont expect though that this combo is a 100 to 0 kind of burst, so try to constantly trade/harass if you're trying to do this. This trick can no longer be combined with elixir start because of the recent nerf. :S

In my honest opinion, you can condense a lot of information. I suppose a great Redditor would go back to the post and point out specific instances of verbose wording, but, y'know, I'm only a good Redditor.

Otherwise, I read throughout, and I agree that this would help both beginners and veterans.

I specifically didn't put items because I want to focus on gameplay. But most of the time, I don't buy spell vamp because I find my passive already ok for survivability, + Rylai's. Every combo I can proc my passive. I only recommend spell vamp for people who really need it (mordekaiser, vladimir(?)), or AP DPS (Cassiopeia).

try not to include those "facts", like lore and the numbers about abilities(cd/damage/mana cost) as they make the post too long and people tend not to read long post. Those facts are not necessary as they can be easily found from other source.

This depends on how many enemies you are hitting with ood. Also count in the DR on FF hitting a single target vs multiple targets.
Overall I think the guide is alright for beginners, but it lacks advanced tactics and some of the info is flawed. I believe it was aimed at beginners though, so 7 out of 10

Hi all! I'm popop143, IGN: Cheap.On from LoL PH, and I am beginning a series of threads named GGG (General Gameplay Guide) that will try to tackle general gameplay tips for every champion! These threads will contain tips for using abilities, and some general gameplay tips for using the champion! It will not go in-depth like most guides, but it will give the new user the tips to help them use the champion initially. Without further ado:

Abilities

Passive: Essence TheftAhri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.

This is what makes Ahri such a good laner. The spell vamp will help sustain you through the early game if you know how to manage it, mostly by using your prioritized spell to proc it.

Notes:
* When Essence Theft has 9 stacks, Ahri's orb becomes green.
* Spirit Rush's 3 separate casts are considered as individual spell casts; it is therefore possible to gain 9 charges by only activating Spirit Rush.
__Q: Orb of DeceptionAhri sends out an orb in a line in front of her and then pulls it back, dealing 40 / 65 / 90 / 115 / 140 (+0.33 per ability power) magic damage on the way out and true damage on the way back.

Ahri's bread and butter in lane. I recommend to max this about 90% of the time, since it deals the most damage in all of your basic abilities! One downside though is it consumes more mana than Fox-Fire, and if you aren't apt with skillshots, you may have a hard time hitting it.

Notes:

Cooldown: 7 seconds

Range: 880

Cost: 70/75/80/85/90 mana

It procs Essence Theft both on the way out and on the way back.

It's damage does not fall off unlike most pass-through skillshots like Caitlyn's Q and Sivir's Q.

Produces a distinct sound when hitting enemies, so you can use it to check the brush. It won't give vision though!

Your main poke ability. Use it to push your enemies to their tower, and poke them under it to make their CS life difficult! Watch out for ganks, though.

It consumes too much mana, so I won't advise spamming it until level 2.

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W: Fox-FireAhri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal 40 / 65 / 90 / 115 / 140 (+0.4 per ability power) magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.

Ahri's 2nd damage ability. You won't get to use this too much in lane, as much as Orb of Deception because of its target unpredictability. In 1v1 though, this ability will deal as much damage as your Orb of Deception, and with lower manacost to boot. Nothing much to say here, just that beware using it near minions. Even though it prioritizes champions, it's range pickup is from the actual fox-fire's center, not Ahri's center.

Notes:

Cooldown: 9/8/7/6/5 seconds

Range: 800 (from the fox-fire's center, not Ahri's)

Cost: 60 mana

Fox-Fire's targeting priority is as follows:

The enemy champion closest to the fox-fire's location

The target of Ahri's last autoattack

The enemy unit closest to the fox-fire's location

Auto-attack the enemy champion while using fox-fire, so they will be its target.

It has no casting time, only an animation. Feel free to walk to your opponent while activating it.

The cooldown will not start until all fox-fires have been used, so cooldown may be delayed by up to 5 seconds.

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E: CharmAhri will blow a kiss that travels in a line in front of her. It will deal 60 / 90 / 120 / 150 / 180 (+0.35 per ability power) magic damage and charm the first enemy it encounters by 1 / 1.25 / 1.5 / 1.75 / 2 seconds, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.

Ahri's only CC. This ability is Ahri's one-point wonder, as intuitively, you get much more from your other abilities than leveling this up. But don't discount the additional microseconds each level adds, if you become a poker and cannot use Fox-Fire safely. It hits one enemy and makes them walk towards you. Make sure that you always stand at the side of the lane to be able to easily hit your Charm, as it makes hitting Orb of Deception easier for greater harrass. You can also use it to help peel for your AD Carry, or kite their tank. Remember that it's better to hit the tank than nothing at all!

Notes:

Cooldown: 12 seconds

Range: 975

Cost: 50 / 65 / 80 / 95 / 110 mana

Do not use this ability to scout brush, as it has a really long cooldown. Better use Orb of Deception.

It has a really big hitbox, so beware hitting minions in lane when you are aiming for the enemy.

It has longer range than Orb of Deception, so most of the time you'll have to aim nearer.

Max it first before Fox-Fire IF AND ONLY IF teamfights start happening early and the enemy has too many threats that you cannot afford to be close to the enemy. I only do this about 10% of the time.

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R: Spirit RushAhri dashes towards the cursor and fires essence bolts, dealing 85 / 125 / 165 (+0.35 per ability power) magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.

Ahri's gapcloser and escape. This ability has a really long cooldown, so be sure that you can kill the enemy, or escape cleanly if you decide to use it. If you have good mechanical skills, and have been poking the enemy nicely, level this skill up ASAP when you hit level 6 and WHACK your enemy. Most enemies will be surprised with this and will not be able to react, but beware of ganks if you do it.

Notes:

Cooldown: 110 / 95 / 80 seconds

Range: 450

Essence Bolt Range: 550

Manacost: 100 mana (for initial activation only)

Makes Ahri really un-gankable by the enemy when she hits level 6.

Good for assassinations (close the gap to their carry, burst with your skills, go out of the battlefield)

Makes tower-diving easy

General Gameplay Tips

Stand on the side of the lane to have a better aim for your Charm -> Orb of Deception combo.

Using Orb of Deception for Essence Theft spell vamp proc is usually the best idea in lane. It hits the most enemies and has the most damage. In a 1v1 though, Fox-Fire returns the most health as it counts every Fox-Fire as a single-target spell.

Max Orb of Deception most of the time, as its damage and low cooldown will make you a threat earlier. Maxing Fox-Fire or Charm second is dependent on mid-game situation most of the time. When you find yourself having difficulty diving to their carries, maxing Charm over Fox-Fire is a better idea.

After throwing Orb of Deception to the enemy, move according to the enemy's movements, as Orb of Deception's way back is dependent on your position.

Orb of Deception is a better brush checker than Charm, as it has lower cooldown. Pay attention to the sound it makes!

You can usually burst the enemy immediately after hitting level 6 if you have the mana, with the combo Spirit Rush -> Fox-Fire -> Charm -> Orb of Deception -> Spirit Rush (according to their movement so Orb of Deception's way back will hit them) -> Ignite -> Spirit Rush to safety. Remember that if you are turret-diving, save the last Spirit Rush charge to escape the turret's range.

In teamfights, remember that you have a 10 second window for your Spirit Rush. Do not use them all at once, as it is better to use them to reposition in the fight. You are more useful to the team alive than dead (unless you kill 2 enemies before dieing)

Spirit Rush can be used to traverse walls, making an escaping Ahri almost always unchaseable.

Maximizing damage with Ahri means being at the middle of the action. It's always a good idea to build items with a mix of damage and survivability.

I almost always buy Rylai's Crystal Scepter for Survivability, as it not only gives you health and damage, but helps you kite with your low CD spells. Fox-Fire applies its full slow!

Alternatively, you can also buy Zhonya's Hourglass for survivability (you can build both, but it will delay your damage). With Hourglass, you can try to initiate with Spirit Rush, activate Hourglass, wait for your teammates, Spirit Rush out, then do as usual. Enemies will usually waste their spells on you in this scenario. NEVER DO IT IF YOU ARE NOT EXPERIENCED

Positioning is key, especially with your skillshots.

Never try to get past the enemies' tanks if you cannot instagib the enemy carry. It will only kill you :(

Feel free to post comments and suggestions below! I will be making a GGG for Akali next, so stay tuned!

Yes, but Flash is a blink, meaning that you can get almost double the range if used correctly. If you want to flash over a wall, but it's too large, you will blink to the closer part of the wall you flashed to, while dashing will only get you to the other part ONLY if the range of the dash if longer than the width of the wall. Hope you understood me somehow. :/

You've done a very good work but IMO W is a better spell to max first on Ahri because of lane dominance, especially against melee champions who will get chunked by W which has a low cd and high dmg. Q is also good for lane pushing but i find W to be more effective if you want to win your lane.

This isn't the place to be entering your weekly dairy entry on how you learned how to play a champion. There are subreddits made specifically for this. Even more so, there are guide websites that you can post this on. This reddit really isn't about learning how to play the game champ by champ. Every time I see these, every time I see a "I'm going to post even more!" after they already posted a novels worth of text on their first post, makes me want to scream. If you are having trouble finding a more appropriate website to post this one, we are here to help.

It's targeting is according to the fox-fire's radius, so it will be weird for new users. Though I have said that by attacking the opponent before using it, it will be more effective. The range of Q is much better though >.>

Just another tip when checking bushes: when you throw your orb of deception out if you do not hear the noise then check your charges of essence theft as it will gain stacks if you hit the enemy in the bushes.